Volume Foam Material in Redshift (Redshift Foam 2)

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hello everyone hope you're all doing well welcome back i just recently put out a tutorial about rendering out some fog volumes inside cinema 4d there's a link below in the description i thought it would be best to split off and do a completely separate tutorial where i focused only on setting up and rendering out foam i did a tutorial a while back where i tried to tackle a procedural way of creating a foam texture that method utilized really dense displacement maps along with subsurface scattering the downside to that method is really heavy scenes and pretty slow render times uh this method uh is about the same it's pretty slow and it's it's gonna result in pretty heavy scenes but i do think there's some benefits uh using this method over the last method and i want to show you some examples here i've got to render up on the screen now of just some samples i did utilizing the fog volumes but i did want to go into some more specifics i've got another example here where i show side by side the difference between the fog volume method and the subsurface scattering method you can see that there's a slight difference between the two the fog volume method on the left has a lighter quality to it it doesn't look as dense and heavy the one on the right has a much denser heavier look to it and at the risk of sounding gross kind of a greasier look like that foam uh would be more like a slick closed cell foam used in creating up artwork or my packaging whereas the foam on the left seems to have a lighter quality which would be more like the foam we get at a fabric store like for cushions or upholstery the render times on these uh are both pretty long i do want to say from the start that the method here of utilizing the fog volume is going to break down very quickly the closer you get to the object this is really for like medium distance or like this sort of camera angle if you're going to get very close to the material i still think the brute force way of just actually making a very dense complicated displacement map is the way to go but for medium to long distances i think this is a pretty good alternative so i just want to run through a quick example of how i set something like this up and then we can take a look at some of the scene files from the examples that i showed and then let's go in and recreate a new scene from scratch utilizing this method so let's hop into cinema 4d all right i've just got a basic scene here all right let's hit the render view i've just got a background and an hdri and a light area light i can turn it on there we go yeah i'm going to hit ctrl shift z to undo my camera moves and get back all right so i'm going to drop a cube into the scene and scale it down and move it up slightly so it's just sitting on our floor right okay uh let's just rotate whoops all right it's got a regular cube in our scene so let's first of all set this up let's drag this under objects okay and we'll go grab a volume builder holding down alt to make it a parent of the cube and we see this disappear in our render view let's turn that off for now and over here in our camera view i want to go to display constant shading lines and we can see our voxel grid if you're in the uh hidden line display you only see some sort of green outline of your voxel grid for your volume so if you're wondering where your cube went try changing the display constant shading will show that under a volume builder we're going to take the voxel size down immediately start at 1. we'll say my scene is pretty small you know standard cube is pretty big so my scene is a little bit smaller so our voxel size is at one right now and let's go down and to our redshift materials and go to a volume material and we will drag that onto our oops let's drag that onto our volume builder all right we can hit play here in our render view and we see that nothing happened we need to go into our redshift volume material and under the volume there's channel i want to use the drop down menu and go to volume builders volume builder now we've got something but still looks a little weird we need to grab both of our lights we're going to go over to volume and set our contribution scale to 1 and before i forget we need to change our volume type from sign distance field over to fog there's a slight falloff on the edge and that is controlled by the voxel falloff here if we set this to like i don't know 11 we can see this gets much blurry and we can control the sort of density of our volume with this voxel falloff but for right now i want to leave this right at 1. if you're getting some artifacts in your volume try adding in a fog curve over the top and that is just a simple curve from zero to one that shouldn't change anything um there's some it seems to be kind of buggy sometimes you see you can get some artifacts or almost like a see-through volume and i found that just adding in a fog curve over top uh fixes that sometimes you have to select one of these before it takes effect but if you're getting some weirdness try that all right so back in our redshift volume we can start to play with our scatter coefficient and this sort of scatter coefficient and the absorption coefficient go hand in hand playing with these sliders adjusts the way that light is interacting with this fog volume so we've got how much light is being scattered inside and how much light is being absorbed and not exiting so we can adjust these to get the look we want and this you can see starts to really feather the edges we can adjust our scatter to make it even brighter lower it to make the light die out and be absorbed more into the volume i have the option here to change the tint of both of these so if we did want like a yellowish foam and start to play with some of these start to get it's really saturated just that and all of these settings are going to depend on your scene scale your object scale and your voxel size so you know you have your scene if you're following along if you've got a standard cube here i mean my cube size is like 79 80 centimeters um you know a different cube size is gonna these numbers are going to be really different so take this with a grain of salt but let's start adjusting these to get close to kind of a foam material but we have that sort of subsurface look going on already and the nice thing about this is that we're not battling the sheen of the subsurface scattering with a standard material and i think that is one of the biggest differences between this method and the subsurface scattering method and to me the it was always looking very dense and very heavy um and this method i was able to get some much lighter fluffier looking foam so we're just going to rough this in i'm going to take the saturation down on both of these a little bit and just go more of a maybe a little bit thank you so i'm just playing with these settings until i get some effect that i like increase this a little bit more okay let's just say i'm happy with this let's go back into our volume builder and right above our cube let's add a fog multiply now right now this is multiplying by one so we won't see any change but if we multiply this by zero the whole thing gets multiplied by zero and we lose everything but let's go into our fields and limit where this is multiplied by zero by using a shader field so right now we come under our shader field and we will select a noise and we take a look we can go into our noise we can see what's happening here the shader let's up the contrast we can see this is either on or off so our black and white are hiding and revealing our voxel grid inside of our cube but i want this to be very very tiny and what i'm trying to do here is replicate this sort of foamy texture and i'm just going to bring this down to one percent so it's going to be very very small you can see here this is really we're at the limit of our voxel size if i go back up into the volume builder and decrease this to 0.5 centimeters we should see a change here where this gets to be much finer so what i'm looking for here is just to add that sort of the way we used displacement map in the last tutorial i'm using the shader field to sort of eat away at the foam to give it texture this is looking okay right now i think this could be even a little bit smaller but i will leave this at 0.5 right now another thing is if we zoom in a little bit and this is where we're gonna kind of run into the limit here of zooming in we would need to up our voxel grid quite a bit if we wanted to get this close but i don't really want this to go to zero i want this to be a little bit more subtle so i'm going to take the blending of our shader field down to like 75 percent and that way there's still some of our foam material showing through and we're not eating it away to nothing all right so what else can we do i would like to take some chunks out of this kind of like in the example where i have some little bits and pieces missing from the foam now the trouble is if i go in and utilize the shader field well here i can show you let's go in and add a new shader field and take this to add and we will go to noise take the contrast all the way up we'll take the low clip up okay so we're missing these blobby shapes if i were if i was going to animate the cube the problem is is that this noise we have will swim through our cube it's not going to stay with it right so what we need to do is deform the cube before we put it into the volume builder so let's turn off the volume builder for now and turn off the render view we'll just focus over here and let's use a displacer let's just drag that underneath our cube and our cube is going to need some more segments so let's go 20 by 20 by 20. and we'll take our displacer and add a noise and we'll do something like hama and take our low clip your contrast up we just want some little bits pulled out from our cube now i'm going to take this back to just intensity and i just want to go negative yeah like negative four and we can see these little little chunks being taken out here and there but really this is such a low resolution still even with 20 by 20 so we would need to go up let's try 100 by 100 and now we're getting some of the more of that detail let's go back to our displacer and more of a clip there we go okay now if we turn our volume builder back on let this calculate and hit render oh we need to delete this other and delete this shader field because we don't want it there we go all right so i'm kind of noticing that this is still a little bit too soft so we need to go back into our volume and adjust these and increase these so there's less of a fall off on the edges so we need more absorption so i'm going to kind of go overboard and then more scatter we can start to bring this back a little bit we just want to creep in on the edges slightly maybe that's too much so both of these numbers are much higher you can see this has a much denser look to it whereas before let's go back we're at 0.29 and 0.5 still got that cloud like look to it but if we go back yeah like three and three and a half it's got a much more solid feel so it's really just a push and pull with these and like i said this is going to be really dependent on your scene scale your object and your voxel size let's hope that render for a little bit if this is going to be a final render okay so that's looking pretty rough so if this was going to be a final render what i would do is come in and make this even lower let's do three five i really want to minimize these small little pock marks that are in this area here and to me that's looking better so that smaller voxel size is looking better another aspect of the examples that i had were the sort of glints the little shiny aspects so with the displacement method we turned off the displacement effects bump map in order to sort of smooth out the surface to get this sort of glossy sheen on the bumpy surface and that's not really possible with this with the fog volume we don't get the shininess off of the surface so what i did for my examples let me stop this went up and made a polygon and i changed that polygon to triangle and let's make this 5x5 for now and hold down alt and put it into a cloner and set the cloner mode to object and the object is going to be our cube and you can see here let's turn off the volume builder for a moment take the count up to 5000 and set our instance mode to multi-instance now you can see up here we've got these small little polygons scattered all along the surface so with our cloner selected let's go over to a random effector and under parameter we're going to take off position but use rotation i'm going to use 360 on all of them you can see over here all of these little polygons in every different direction all on the surface so now with that done let's go back and make this polygon very tiny so point five for now it might need to go smaller and let's go down and make a new material just a regular redshift material and under the base properties let's set it to let's do silver but i want to take this from fresnel type color edge tint just to ior and i just want to have a little bit more control over this let's do something like 4 and ior of 4 and we can take the color and make it kind of similar to our foam color and let's try let's do 1.5 let's see if that's working right oh the weight came in at zero for the diffuse so let's take this back up to four yeah so something along these lines i think it can be a little bit more saturated let's try to match our foam a little bit better okay we'll apply that material to our polygon and do a new render oops turn our volume builder back on but it's a good actually it's good to see this this is the effect we're going for we just want to add some of these speckled bits back in and as the camera is moving around um these little polygons are going to catch the light and i still think they're a little bit too big but maybe for this example it's good just to have them stand out so i think we can see yeah so i think they're a little bit too big still and i think we can use a lot more of them so under the cloner i want to go to object and take the count from 5000 let's go 12 000. let's go nuts and the polygon size let's do 0.3 and then also in our random effector let's affect the scale as well set to uniform and absolute and just take this down 2.25 and that way as your shapes are animating sort of catches the light in a way that you know a foam might give off those little glints let's take a contribution of our area light on top down a little bit so we're not blowing out this top section and let's do a uh render of this i'm gonna go into system and under experimental options i'm gonna do automatic sampling and go back and just do 0.003 and do a bucket render and i'll speed this up so looking at this i think maybe the texture the fine texture the fine noise is a little bit too strong and i think a little bit too big as well so for a final render what i would do is let's do it so let's maybe take the blending of the shader field down from 75 let's do 65 and let's do 0.25 voxel size we're getting pretty dense this may take a while to calculate let's see here it's down here it's not too bad do another render and see how it looks all right yeah minute 27 seconds uh that to me is looking a little bit better one thing i should point out so like i showed you before with the shader field will swim as this shape is deformed or moved through space but with a texture this fine i found a workaround that i think is okay under the shader field under the noise parameter because we're at such a small scale i change the animation speed up to something crazy like 55 and in order to animate noise in the volumes you need to go into the shader field under refresh you have to click frame otherwise your noise will not animate unlike the random field which will automatically animate in a volume builder you need to check frame for the shader field in order for your noises to animate but if i take this see if i can let's turn off the volume builder i love the wacom tablet except when i have to resize a window what are we animating oh there we go okay so basically just like a static just randomness on every frame so if you have something that's constantly moving if you have an object that is just like hurling through space or like bouncing around i feel like this method gets around that um like a noise that looks like it's just sitting in space and your object is moving through it i know to me i thought the effect worked because maybe your camera or whatever you were filming with couldn't resolve that fine of a texture and so it just looked like static noise moving around to me i prefer that rather than having i think if you look closely if you don't animate the noise you can kind of see it stay in world space and you can kind of notice your object moving through it so this is really just a work around but it does add this sort of frenetic dancing to the volume so maybe that's not so good in certain situations or maybe that's going to be uh you know a way to avoid that sort of static looking noise but i did utilize that in order to break break up the noise texture in the examples that i showed earlier all right let's turn these back on the volume builder recalculate that's probably i mean that's really basically it i mean it's going to be um messing with the material and excuse me the volume material and getting these numbers dialed in to get the look you're after um you know we can try this without the examples i showed uh there's no color to them but i did feel like this was sort of a better way to get that like gray dark foam look like packing packing foam that i kind of struggled with the subsurface scattering method but yeah that's the basic workflow so what i'll do is open up some of the other scenes um oh here before i do let me turn this off it doesn't freak out on me here so basically what i've got is let's go to our objects and i've got the volume builder split up i have one i've got the bottom foam plank as one volume builder and then i've got the other three on top under a different volume builder basically i just went back in and added some on top of an original simulation but let's go in and let's turn off the subsurface i'll start turning these things off turn off the subsurface and let's turn off the displacements and the bevels just take a look at these alembics right okay so this should play quicker now oh another thing i have the um turn off these cloners these are the cloners that are cloning on these little speckled bits sparkles so let's turn those off and it should play relatively quickly yeah so what i've done here is just done a soft body simulation there we go so i've got a relatively low poly elongated cube in a cloner with an initial motion so they're just falling over and sort of bouncing on themselves and um so from there i'm baking each of these out so i baked the soft body dynamics and then i baked out each of these as an alembic so that is this cube low poly low poly low poly all of these are their own separate alembic files from there i'll walk through these step by step from there what i want to do was subdivide these so i want to get a lot more density to the mesh the problem is if i just throw it into a subdivision surface you can see how we get this in like intense rounding and that's not what i want let me do the top one there we go so these are both like rounded pretty heavily and that's not gonna work so what i did was throw in a bevel and i've got the bevel on both of these so you can see the bevel is set to solid and a fixed distance of 0.4 and i'm using the angle to just limit the bevel to the outside edges because i don't want to bevel everything what this does is just add a little bit extra like a line cut along the edge and that way when i go and add the subdivision surface we're still getting the nice sharp edges so that allows the smoothing of the geometry in between but keeping the sharp edges let's just do the top one now so it's quicker and so further down the line i've got a displacer where the displacer is set to basically the same thing we did before but i'm using a material and the material is applied to the alembic and this material is a cinema 4d material it's not a redshift material and in this i can go down here and open this up i'm using the displacement channel and i'm just using a few layers just to get some more variety inside of our displacement so if i turn these off you can see i just got some bigger chunks here and i'm using a hammer i guess that's how you pronounce it hama noise with 100 scale but i've got the low the low clip cranked pretty high along with the contrast you can see i'm just like trimming off all these little i want less white dots and we go back i'm adding a noise on top of finer noise which is i think it's oh yeah dense so i've got this global scale down to twenty percent and i'm cranking this up as well the little clip and the contrast up so i'm just getting basically a lot of black and some tiny white little dots and i'm just using a layer mask to layer mask those out and that's just the regular noise with a pretty big scale 200 percent and i just want to get an uneven distribution of those small and big clumps and i've done that for each different cube if i use the same material on all of them they would all have the exact same damage i guess the little chunks taken out of the foam so i've just duplicated the material and changed the seed on these so they're very similar but the same setup i just changed the seed on these so that's what this displacement is doing here and if we take a look hop out and go into perspective yeah you can see our little chunks being taken out randomly so that way each of our cubes are different the second displacer so this is where i had some gaps in between my shapes and this i was probably in my collision margin settings i do control d it'll take me to our project settings under dynamics um let's see expert collision margin it could have had something to do with that maybe the smoothing afterwards but regardless my olympics weren't quite touching so i have a displacer here with uh color in the custom shader and it's set to white and i'm just going out just a little bit basically pushing these shapes out kind of inflating it so you can see it's just very subtle just making these shapes a little bit bigger that way they intersect i just want to get rid of the gap in between them i did that to all of them so that is the basic setup for these so i'm just taking my soft body dynamics with a low poly mesh baking the dynamics and then baking that out as an alembic and then using a bevel to keep the hard edge subdivision surface and then dropping that into the volume builder now my volume builder here is set to voxel size of 0.13 it's pretty dense and i've got the same thing just a fog curve to correct for any weirdness that happens and then the fog multiply with a shader field set to a very high frequency noise let's go into shader so it's two percent and i've got this refreshing every frame and i do have the noise animating very quickly just to break up that motion i felt like at the end of this animation especially as they settle down you start to see the the noise stay still as these foam pieces sort of settled so i want to get rid of that so i just added that animation noise in there to break it up i can show you in the example here i think it works pretty well yeah i'm kind of running through this quickly but of course if there are any questions leave them in the comments and i will come back and try to answer any questions you have but i do want to go over to the other example it's basically the same thing but what i've got here is the same setup and i've i've done a dynamic simulation utilizing fieldforce if we take a look here i've got these tubes here these sort of pvc tubes uh in a cloner and that has been baked of course with just rigid body dynamics i've got the these are the sparkles or speckles for each of the foam pieces and i've got the plywood and that also is a rigid body dynamic that's been baked and i utilize force with a radial i believe it is i don't know if i kept that since this is all baked yeah field force we can take a look here i've got a spherical field a radial field and a random field and i've just mixed these a little bit so i've got a radial field that's sort of swirling these shapes around a random field to add some turbulence in there and a spherical field to sort of keep everything directed towards the center um i think i can play this relatively quickly i'm going to turn off the middle subdivision surface i can see here if we yeah it plays relatively quickly so that's the sort of radial field that's spinning these and we just have the collision between the rigid bodies and the soft bodies on the cube actually turn off the bevels you can see yeah so these are the original shapes so i had a pretty decent um i mean the mesh isn't super low poly but i wanted to get uh enough of these deformations around these tubes so i wanted to have it uh the spacemen the space i wanted to have the spacing of the polygons roughly the size of these tubes so we get some accurate deformations otherwise if it's not as dense the pressing of the foam made i guess kind of a bigger i can show you here so we have kind of a nice deformation around the the tube here if i had a lower poly mesh this would start to deform from the closest polygon so it's getting not a squishy of a foam look just be denser and it's really the same thing i'm cloning these triangle polygons onto the surface of each of these soft bodies um this displacer is utilizing these cinema 4d materials uh which is actually these are wrong ones i was trying to see if i can use a displacement to try to get that fine noise but that didn't work so yeah it's under chunks and under color so i've got the noise here just giving some chunks taken out of the foam and those materials are applied to the cube and that's what the displacer is referencing in the channel so color channel and then the material i'm just dragging right from the cube the baked olympic cube down into the material and that's driving the displacement so you can see turn these on did i miss the bevel yeah there we go yeah and that shows the displacement pretty nicely there they close up and that um just runs right into the volume builder i have that set pretty low this one's set to 1.1 but it's the same thing the subdivision surface is brought in we're multiplying the shader field to get that fine texture and then the fog curve is doing nothing it is just there to get rid of any inconsistencies okay let's do one real quick from scratch just going over the whole thing let's do a new scene all right so i've got this as my default scene but let's uh actually we've got it kind of set up let's go back to the other one okay for now let's turn off the volume builder and we don't need the displacer as well so this cube let's bring it back down to let's say three by three by three and we will turn off let's get this organized here let's turn off our cloner we don't need the sparkles right now okay so now we just have a cube so what do you want to do let's let's drop this cube and then drop something heavy on top of it so let's see all right so let's take this move it up in the air and we'll kind of turn it like this and right click on the cube and do simulation tags softbody and under softbody let's leave it as default right now and i will say let's see go to control d and go to dynamics and i've got my collision margin down to 0.1 and my scale set to 10 centimeters we may need to up our steps per frame but we'll see we'll just leave them at default 5 and 10 right now and i have a in my scene already i just have a floor underneath my floor plane and that has a collider tag on it already uh if you don't have that just make a floor and then right click simulation tag collider body all right so let's hit play and see we have nothing oh we didn't add a soft body oh it's weird okay soft bunny there we go all right it's got some squish to it let's see i think it could be squishier so let's go to soft body and we'll do structural 70 shear 30 and flexion 30. and let's take our damping down to 10 percent just give it a little bit more wiggle let's go even lower with our structural let's go 40. some squish 10 that's looking good okay let's raise it up a little bit more okay cool i like that so now let's drop a i don't know some sort of now let's drop a cylinder on it like we did for the other just make this actually let's do a tube tube take it to x plus and scale it down we want it like yeah let's go like that big and tube let's make it long and give it some more rotation segments and let's make it a little bit smaller and longer okay we're gonna raise that up let's see even higher let's go up here right click on it and go to simulation tags rigid body all right let's see what we got okay let's make our there's a bug here right this stretch me nuts but there's a bug inside me you have to go back and then forward a frame and then back and it'll reset it's a lot of fun the tube let's give it custom density of let's go 10 10 times the original amount and see what that looks like oh it might be too much let's go five not bad might be a little much still though three yeah that's kind of nice but so here's a good example of this you can see how this is deforming around this tube i think i want to increase our increase our mesh density of our cube so that this deforms a little bit more around our tube so i'm gonna go back to frame frame zero and take our cube and go maybe six by six now this is going to affect our soft body so we're going to need to up these numbers so well i'll show you this is going to get a lot squishier yeah so it's like flat okay so i wonder now just go back to default and i think we'll probably have to let's go stiffness of 2 and maybe 500 and we'll go back to 20 20. okay that's not bad let's do stiffness of four and let's go and up our steps per frame i'm going to go 10 and 20. oh oh balance is on top that's kind of nice maybe we add another object on top knock it off let's do a sphere way up there drag the sphere down here and we'll just control drag the rigid body from our tube up to the sphere and let's take the sphere mass i'll leave it at three see what it does unbelievable stay down there make the sphere bigger and in the see here under the sphere i want the tag let's go to collision and change this to ellipsoid and under the tube i want to change it to i'll just leave it on automatic okay it's kind of nice let's move the sphere back okay okay let's say we're happy with that we want to do that so let's bake all of these see we're happy with this let's go back and reset it i'm just going to click on the cube dynamics tag go to cache and just do bake all all right now for the cube i don't think i need to do this i don't think i need to bake it as an alembic but i will show you that just to keep the workflow consistent so what i did was just right click and well before i do that let's save this okay that way it's not going to yell at me when i go and bake this as alembic going to right click and do bake as alembic i've got this cube here take it back up and i want to take the displacer and take it on this alembic cube and we can go to dynamics take this off hide this turn it off and under object make a null just pull this in okay so now if we play this everything should be exactly the same looking good okay but now in order to use the displacer on this i need a much denser mesh so let's go and add a subdivision surface oops just hold alt subdivision surface and we need to reset the psr so it brought it in as a child automatically so we need to reset psr underneath the volume builder so we don't want this although it seems to work just fine but i want those sharp edges so under the cube i want to go to the deformers and add a bevel holding down shift when i did that added a bevel right underneath the cube and i want to change this from chamfer to solid and i think i can maybe one is probably fine let's turn off subdivision surface yeah one seems to be fine that's good and now with our subdivision surface we still get the sharp edges turn the displacer on and let's check our noise we want to make the displacer i'm going to put it under the subdivision surface so that they're on the same level because we don't want to displace the low poly cube we want to displace the subdivided cube so that when we go on our subdivision service we can up this and we get those nice chunks taken out okay okay probably would have been nice to use a little bit higher subdivided sphere but that's okay we can do that with a redshift tag should see that right now i'm going to right click on it i can either put it into a subdivision surface or just use a redshift tag redshift object geometry override i'll just use tessellation i want to turn off screen space adaptive and minimum edge length of zero and maybe two subdivisions should be fine let's see let's do a quick render seems smooth enough okay now our cube is black because we're still using the volume building material and we don't have that activated so let's go ahead and go back and stop this and turn on our volume builder let's do a render see what it looks like okay so here's what i was talking about we've got this sort of strange artifact happening where you can almost see through it and dragging in the subdivision surface reordered our volume builder let's turn this off for a second i'm going to turn off the volume builder i want the subdivision surface at the bottom and now our multiply is giving us our shader field fine texture and the fog curve should even out this strange artifact so let's turn this back on and make sure this looks right perfect all right let's see what's going on here so we just turned off our fog multiply and our curve so hit the curve back on okay so that did fix it so it looks like something's going on with our multiply let's see here noise contrast that seems fine i've got the shader field off that would help so i'm just multiplying by zero let's try it again there we go and let's turn our sparkles back on all right cool i mean that's pretty much it that's the the basics of setting this up uh so what i can do now is um i can run through some of the texturing i did uh and the other ones i can i'll bring in the um pvc texture if anyone's interested in that you can keep watching and i'll texture this as a pvc pipe and throw a texture on the cylinder and then render it out and show the final result uh okay i'm going to pull in where are we at dynamic foam so i'm going to pull in the tubes texture and run through that here so let me throw this on the tube and hit render we'll see how well this works right out of the box yeah not bad actually our tube let's do a little fill it so what i'm doing here i'm i've got some fingerprints and this is here we can just take a look at this actually let's there we go it's like four maybe so i'm just increasing the tiles along the length of this just to get this map a little bit less stretched out let's go back to our material yeah there we go so i've got some smudges some scratches and smudges that i'm putting into a color layer and this color layer i've got the blend mode set to add so you can see this sort of is um adding these two together so the lighter parts are coming through on the smudges and then the scratches over top blending together and that is running into a ramp where i'm just making that a little bit brighter i want to crush that down because i want this not to be as shiny this is going into the reflection roughness channel so that's giving that uh sort of modeled uneven look in the highlights i wanted to make this look a little bit worn the pvc text is just a texture that i made actually let me see if i can just open that up so this is just a uh png with transparency and i've just used a font sort of dot matrix type face uh just type some random things in there and that is on a transparent background so i've got that running into a color splitter and the color splitter is taking the alpha and that's going into just the alpha of this texture is going into a color layer the base color i have as just white and then layer one i've used this pink color i'm using this alpha as the layer one mask and that is running into the diffuse colors we've got the white as the base color on the color layer and then the pink color being masked by the alpha channel and that is pretty much it for that and let's make a uh i don't know let's do another quick material for our fear all right so i'll set this up to render and i'll be right back so we can take a look at it all right let's take a look at this render and not too good so what we've got here is the displacement map sort of swimming around inside the cube if you notice the start pattern and the end pattern pretty much the same so it's not like the cube is falling through the noise like you'd normally expect what i think is happening is that this cube is being displaced by a displacement noise set to texture so the noise is sort of traveling with this cube but i don't believe that the noise is able to deform with the cube so we're still getting the sort of popping in and out of existence of these little holes because the cube is twisting and bending in space the overall position of the noise is maintained but as this sort of jiggles and shifts we see the noise come in and out of existence so what we need to do is change this in our displacer the noise from texture to 2d and let me well i should have done this before but i'm going to turn off the volume builder so we can see what's going on okay so we have our noise set to 2d and if i make this bigger you can see what's happening here is that our uvs on the cube are all the same for each face so we're getting the same noise pattern on each of the faces but let's test it out let's uh let's hit play and see if our noise is a little bit more stable and yeah looks like it's much better so these deformations will be carried over into the volume builder so you can see they are much better if i change this back to texture space and take the scale down you can see this happening yeah you can see these sort of pop in and out but as it settles it gets back to its normal state so let's change this to 2d texture and make this a little bit bigger but i want to go and edit the uvs of the cube so we don't have the same look on each of the cube's faces so i'm going to click on this cube alembic and hit c to i guess make it editable so now it gives us an option to edit these uvs i'm going to bp uv edit now i am on version r23 so the uv edit tool looks a little bit different and they've really upgraded this so what i want to do is make sure my cube is selected you can see all of the faces of the cube are all taking up the entire uv space so if there's a little speck of noise here it's going to be here here here on each of the faces so we want to go to set projection to cubic okay and then go down to uv packing geometric and hit apply and this is good enough for me that's fine each of these faces now takes up its own space i'm going to get out of uv edit it's definitely not my area of expertise and go back to my normal layout and now i can play with the scale of the displacement and get something kind of roughed up kind of would be nice to get something maybe on the edge yeah maybe yeah let's try this one yeah okay so now let's turn the let's take another look here let's just play it yeah it's much more stable and see these stay right where they're supposed to be cool all right and another thing i'm going to pull up the animation again take a look at this i'm not sure if this is going to come through in the screen capture but you can kind of see some faint little lines through this volume let it play not sure if you can see that it's like thin vertical lines through the foam that is because the volume builder has an option to override the grid matrix and right now this cube if we go along here is sitting at almost like a 45 degree angle from the world coordinates so that's where the voxels are set up it's set up to go along the x and z and we're seeing the sort of stepping effect even though our voxel size is pretty low at 0.2 we still see these so what we can do is take our cube and drop that into override grid matrix and what that'll do is now shift the voxels to be aligned along the cube so that should solve that problem so what i'm going to do is head back to zero and turn on the volume builder let that calculate and do another render and i will be back okay yeah much better let's see now that the displacement is staying where it should and yeah looks pretty good all right so i think that wraps this up uh thank you so much everybody for sticking around this long if you have any questions feel free to post those in the comments below and i'll be looking at those pretty regularly and hopefully i can answer your questions any comments likes dislikes let me know in the comments as well love to hear what you think uh until next time thanks so much everybody take care bye
Info
Channel: i_go_by_zak
Views: 11,096
Rating: 5 out of 5
Keywords: Cinema 4d, Redshift, Tutorial, C4D Tutorial, Fog Volumes, C4D Volumes, Volumes, Redshift Volumes, Foam, Redshift Foam, Cinema 4d Foam
Id: bebdk05lTvo
Channel Id: undefined
Length: 61min 50sec (3710 seconds)
Published: Sun Oct 11 2020
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